Dragonbane general thread

overgeeked

Open-World Sandbox
There are a few people on here who play Dragonbane, so I thought we should have a general thread about the game.

I’m relatively new to Dragonbane but loving what I’m seeing so far. It seems to have a lot of great reviews and the Core Set is phenomenal.

If anyone has any tips, tricks, pointers, advice, etc please feel free to post them here.

Dragonbane resources:

Social sites...



Dedicated to Dragonbane:
General FL: Join the Year Zero Worlds Discord Server!

Get store credit for running FL games...

Organized Play - Free League Publishing

Create your own content for FL games...

Community Content - Free League Publishing

Free League Workshop - Free League Publishing

Updated Quickstart...

 
Last edited:

log in or register to remove this ad

I've played it about 10 times, I guess, and I really like it. It has BRP DNA, so my group and I are quite familiar with the mechanics. We play on Roll20, where the game is fully supported, so that's fun. What my players don't like is the monster mechanic (i.e. automatic hits for monsters). Otherwise, it's a great system; the Chaosium lineage (BRP, Magic World, Stormbringer, Call of Cthulhu) is wonderful since that's my favorite TTRPG engine.
 

Combat can be deadly, and you have one action per round, which means that (1) turn order is important, and (2) what you do on your turn needs to consider what your enemies may do on their turn. Attacking is not always the best option. You can also "wait" or hold your turn, which basically just means swapping your card with another player or allied NPC. This is tactically important for combat.
 


I've snapped up everything available in PDF except, I think, the campaign. I dearly want to play this but most of my current play group is violently opposed to trying new things. I think maybe two of them can be persuaded to try Dragonbane.
 

Also I really like the artwork style. That alone makes me want to play it. (I may be assuming too much about the correlation between the style of artwork and the feel of a game.)
 

The art style is definitely amazing, and I'd be lying if I said it wasn't a major factor in my grabbing this. I haven't had a chance to play this yet. I'm afraid the lethality of it (more with the monsters) may make it unpalatable for my group.
 

We're kicking up a Dragonbane game and using D&D Greyhawk adventures to fuel it (our players didn't want the D&D power creep), so it will be interesting to see how it translates - it does seem to have a really easy transition from D&D for things like Traits (Heroic Actions), and skills. Saves and stats are easy to figure out, and monsters aren't hard to translate. I recently did a spell translation. The things to adjust to are the initiative system, Actions/Reactions only, metric measurements, "monsters" vs. NPC behaviors, and a roll under mechanic. Love that it shares the d20 and advantage/disadvantage (boon/bane in Dragonbane) DNA. Overall, it just feels super intuitive and simple, which is something we always liked in BRP, but Dragonbane has a great mix of BRP and D&D stylings.
 

The art style is definitely amazing, and I'd be lying if I said it wasn't a major factor in my grabbing this. I haven't had a chance to play this yet. I'm afraid the lethality of it (more with the monsters) may make it unpalatable for my group.
There are probably ways that you can adjust the difficulty or provide a bit more durability through the advancement. Maybe if your character gets a new heroic ability (or even a skill advancement), you can also increase either HP or MP by 1 point. Provide one additional Heroic Ability of the players' choice at character creation. Provide a bulkier standard array or additional points that the players can allocate as they wish after they roll.
 


Remove ads

Top